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skeleton relationship
Hey,
In my vizard, there are 27 skel_xxx under the Bones. I'd like to know the parent child relationship of all these bones. Where can I find this information? Now I use censor to get the position of the hands. Is there any simple way to figure out the position of arms based on the position of hands? Thanks. |
Hi,
Here is the bone hierarchy for the standard Vizard avatars: Code:
skel_Center Vizard does not come with any inverse kinematics (IK) features. You will have to calculate this manually. Does your sensor only provide the position of the hand, or the orientation as well? |
My sensor only provide the position of the hand.
If I move the parent bone, does the child bone automatically move along with it? BTW, what's skel_HandLF? Finger? Thanks. ruddle |
Hi,
The avatar skeleton is a hierarchical structure, so moving a bone will affect all children of that bone. The 'skel_HandLF' is the bone for the left hand fingers. |
Thanks.
Where can I find the information such as length of upper arm, fore arm? |
Hi,
If you want to know the length of the upper arm you need to compute the distance between the shoulder bone and the elbow bone. For the forearm you will need to find the distance between the elbow bone and hand bone. |
Hi, I'm not sure how to calculate the distance between bones. I also want to calculate the distance from the elbow rotation axis to the shoulder, and the distance from the elbow rotation axis to the wrist. Do you have any code sample?
Thanks. |
Hi,
You should be able to compute the distance between the bone positions to get the arm length. For example: Code:
pos1 = shoulderBone.getPosition() |
Thank you so much.
|
Sorry, two problems when I use your code.
1. I guess shoulderBone comes from getbone('skel_ShoulderL'). Then where is elbowBone from? I don't see a elbow bone in the skeleton. 2. If shoulderBone and elbowBone are from getbone(), maybe because my Vizard is only 2.17a, it doesn't support More question about version 2.17a: It seems Thanks, ruddle |
Hi,
Sorry, the code I posted was for Vizard 3.0. In 2.17, I believe the syntax for getting a bone position/rotation is the following: Code:
pos = bone.get(viz.POSITION) Code:
skel_ArmLU |
This time it works. Thank you.
The results are: The distance between skel_ShoulderL and skel_ArmLU is 0.144409524884. The distance between skel__ArmLU and skel_ArmLL is 0.159618362784. The distance between skel__ArmLL and skel_HandL is 0.00597032904628. So I guess the length of upper arm is 0.14, and the lower arm is 0.15. Right? |
Hi,
Actually that's incorrect. You need to get the absolute world position of the bone: Code:
bone.get(viz.POSITION,viz.ABSOLUTE_WORLD) Code:
skel_ArmLU -> skel_ArmLL = 0.284790087668 |
Many thanks. Two more questions about viz.ABSOLUTE_WORLD:
1. Given the angle between shoulder and upper arms, and the angle between upper and lower arms, Can I set the arm like this: LowArmBone.rotate(0,-90,0) UpArmBone.rotate(0,-60,30) What do I need to use: viz.ABSOLUTE_WORLD or viz.ABSOLUTE_LOCAL? 2. Given the position of hand, Can I set the hand like this: HandBone.translate(x,y,z,viz.ABSOLUTE_WORLD) Why only viz.ABSOLUTE_LOCAL works? ruddle |
Hi,
viz.ABSOLUTE_LOCAL will perform the rotation in the bones local coordinate system. viz.ABSOLUTE_WORLD will perform the rotation in the world coordinate system. There were some bugs with performing manual bone rotations in Vizard 2.x. I would recommend upgrading to Vizard 3.0 if possible. Translating the hand with viz.ABSOLUTE_WORLD should work. Are you locking the bone before performing the translation? |
Yes. I locked all bones from shoulder to finger.
Thanks, ruddle |
It might be irrelevant, but Vizard R3 now can interface with Motionbuilder, which allows flawless and real-time integration of Mocap data from any Mocap system with the Vizard avatars. there are a bunch of videoclips at
http://www.worldviz.com/products/liv...ers/index.html |
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